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A Few Thoughts on Graphics

Posted by Amber Ahlborn



If you feel that graphics are important, then obviously you must be a shallow gamer who only plays HD iterations of big budget shooter X.

If you say they don't matter then surely you're a casual gamer loser or retro gamer snob.

This false dichotomy seems to represent the default positions on where people fall when presented with the question: Do graphics matter? But what do graphics really matter? As a graphic artist, you'd think I'd consider them pretty important, and you'd be right. However, I feel that the wrong question is being asked here.

Of course graphics matter, and asking if they matter more than game play is little more than a distraction. A far better question in my opinion is: What purpose do graphics serve?

I feel the role of the graphic is to support the art style.

During the preliminary stages of designing a game, one of the jobs of the artists is to determine the aesthetic theme for the game. This would (hopefully) be worked out in sketches and refined before any in game art resources are even made. The job of the graphic is to create that aesthetic in the game, and how well it succeeds is how it should be judged.

If a game seeks to recreate the look of an ink and watercolor painting and succeeds, then it has good graphics. If seeks to create the feel of crayons in a coloring book and succeeds, then it has good graphics. If it seeks to recreate the look of a vintage NES game and succeeds, then it has good graphics. If it seeks to recreate reality and looks like this:



...and the goal was not to make somebody with the eyes of a dead fish. Then the graphics aren't so good (hit and miss I'd say).

All I ask of those who would critique the look of a game is that you not confuse technically advanced graphics with good graphics. A chromed turd may be technically impressive with its reflections and refractions and shininess, but it's still a turd. And on the flip side, do not condemn a game for lacking the bells and whistles and advanced lighting and shading if the art style it's representing does not call for any of that.

As an artist, it's really no surprise I'd put all the emphasis on the art and see the graphics merely as the tool used to express that art. It's not the quality of paint that makes the masterpiece, it's what you do with the brush.



Related Links:

Too Many Crayons

Design Resurrection: How Capcom Finally Proved That It’s Game and Not Graphics That Matters

Abominations of Technology: Pre-Rendered Graphics


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Roto13 said:

Remember that stupid-ass IGN review that said that Mega Man 9 had bad graphics, despite the fact that it accomplished exactly what it set out to do? Oh, IGN. Why your reviews count on Metacritic, I'll never know.

March 17, 2009 2:41 AM

Real Gambler said:

Amber, in my book, there's 3 types of games. One is based on pure fun and where graphic does not matter, only game play. Many Nintendo games would fit the bill.  Second one is art type. The latest Prince of Persia fit this bill nicely. And the last one is trying to reach for reality.  So basically, you need artists in all 3 categories, but as you said, the end result will not be the same.

If we go with a racing game, you can have all 3 types. 30 years ago, there was only one type...  Two rows of dotted lines moving on the screen and something that look like a car in the middle! Yet, those were still fun. But now, you have your cartoonish game, your arcade stylish game, and your reality racing game where the most important thing was to reproduce a race track with the help of gps and lasers, and where each cars drives like the real ones. In the third category, you don't want to see the "brush stroke"... You want reality or as close as the given technology will let you do it. For the other two types, then sure enough, quite often the "look" given by the artist is what will make the game interesting.  Sadly though, it does seem like people want reality over creativity. Each blade of grass have to be green and moving randomly...

So basically, there's games for all taste. In the third categgory, an artist can shine simply by making awesome textures.

March 17, 2009 7:26 AM

LBD "Nytetrayn" said:

Good post, and Roto13 beat me to the Mega Man 9 bit.

Personally, I felt that graphics pretty much hit their evolutionary peak last generation; so far, anything more has been gravy or dressing... though I admit, having an HD sheen on it sure is nice.

March 17, 2009 12:02 PM

Luis X said:

I think graphics matter. but it isn't about how technically advanced they are. It about how functional they are or maybe how artistic they maybe. For example I think Advanced Wars on the gba has good graphics.

March 17, 2009 1:25 PM

Squidyj said:

Evolution and update to graphics has more far-reaching implications than mere art-style. The push from 2d to 3d was a graphical push. dynamic lighting allows for high levels of destructibility without creepy weird shadows, or floaty objects. I would even claim such things as advanced facial animations under the realm of graphics tech. Hell, the advance into real-time ray tracing provides boundless opportunities for physics calculations. The point being that while you might just see the graphics engine as a way to deliver your vision, that's an extremely myopic viewpoint.

March 17, 2009 2:11 PM

Amber said:

Squidyj:

I'm actually not sure what your point of contention here is so correct me if I'm wrong, but I think what you are saying is that graphics have a mechanical value in making visual elements work better within a game's environment as per your examples of destructible environments and shadows.

Well yes.  So?

Everything you listed adds to an artist's box of tools to bring her artistic vision into reality.  I don't see how my view that graphics serve as the tools to create art is myopic.  Do graphics serve game play purposes?  Sure, as you describe, that's in working to better enable the cohesion of the visual style with the game's mechanics.  Can a visual style be inspired by the mechanics of a game play idea or a cool visual effect?  Sure.  I own a pile of metallic colored pencils that I never find a practical purpose for but one of these days I'm going to design a picture just around them because they're neat.  But that's still an artistic vision.  All that changes is the inspiration.

I guess I'm really just unclear on what your argument is.

March 17, 2009 2:40 PM

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About Amber Ahlborn

Artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

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